Search found 28 matches
- Thu Nov 08, 2012 7:05 am
- Forum: Bug reports
- Topic: Clear color buffer bug in OpenGL
- Replies: 1
- Views: 922
Clear color buffer bug in OpenGL
Hello, I just found one bug on driver when setRenderTarget or in cases of clearing color buffer, if last time use drawAll(), the material.ColorMask is locked to ECP_NONE or any specific channel. (ex: via OverrideMaterial), then next time the behavior for glClear( ...) will be affected. (for ECP_NONE...
- Mon May 07, 2012 2:27 pm
- Forum: Open Discussion and Dev Announcements
- Topic: About OpenGL parallax mapping
- Replies: 0
- Views: 996
About OpenGL parallax mapping
I have a question about the parallax mapping in OpenGL driver version. In COpenGLParallaxMapRenderer class, the vertex shader codes are as follows // Irrlicht Engine OpenGL render path parallax map vertex shader // I guess it could be optimized a lot, because I wrote it in D3D ASM and // transferr...
- Tue Apr 10, 2012 2:47 am
- Forum: Beginners Help
- Topic: SolidNodeList.sort()
- Replies: 2
- Views: 245
Re: SolidNodeList.sort()
I wanna ask a question about sorting here. Solid nodes are sorted by texture for less texture changes, but not sorted by material types. So does texture changing have more overhead time than other opengl state changes? (like glEnable / glDisable / glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MO...
- Mon Dec 19, 2011 3:56 am
- Forum: Advanced Help
- Topic: glColorPointer and GL_BGRA
- Replies: 1
- Views: 795
glColorPointer and GL_BGRA
I have a problem on color issue when using VBO. I find my vertex color may be drawn incorrectly sometimes if I use glColorPointer (4, GL_UNSIGNED_BYTE , sizeof(SVertex***), buffer_offset(24)); But if I use glColorPointer( GL_BGRA, GL_UNSIGNED_BYTE, sizeof(SVertex***), buffer_offset(24)); The vertex ...
- Fri Dec 16, 2011 7:04 am
- Forum: Advanced Help
- Topic: how to use glVertexAttribPointer()
- Replies: 8
- Views: 3108
Re: how to use glVertexAttribPointer()
Well, find the problem myself :D in COpenGLDriver :: drawHardwareBuffer() if(mb->existVertexAttributes()) drawAttributedVertexPrimitiveList(mb->getVertices(), mb->getVertexCount(), mb->getIndices(), mb->getIndexCount()/3, mb->getVertexAttributeArguments(), mb->getVertexAttributeCount(), mb->getVerte...
- Fri Dec 16, 2011 4:28 am
- Forum: Advanced Help
- Topic: how to use glVertexAttribPointer()
- Replies: 8
- Views: 3108
Re: how to use glVertexAttribPointer()
My friend mentioned me that the VBO utilization should be the same for any versions of OpenGL. So if I am working fine on vertex array rendering with glsl shader, it should also be fine for the vertex buffer object rendering with the same shader. (Because I didn't use define to specify a glsl versio...
- Wed Dec 14, 2011 9:53 am
- Forum: Advanced Help
- Topic: how to use glVertexAttribPointer()
- Replies: 8
- Views: 3108
Re: how to use glVertexAttribPointer()
oops, that's a bad news for me. Well, now another problem comes to me, It's about the vertex attribute belonged to a VBO with the glsl shader usage. When I modify the code to send the vertex attribute data to glsl shader via the vertex array (COpenGLDriver :: drawVertexPrimitiveList) method, it look...
- Wed Dec 14, 2011 2:36 am
- Forum: Advanced Help
- Topic: how to use glVertexAttribPointer()
- Replies: 8
- Views: 3108
Re: how to use glVertexAttribPointer()
BTW, for linux and Mac OSX, they both utilize IRR_OGL_LOAD_EXTENSION to obtain the correct opengl extension function pointers?
Is Mac OSX based upon the X window solution?
Is Mac OSX based upon the X window solution?
- Wed Dec 14, 2011 2:34 am
- Forum: Advanced Help
- Topic: how to use glVertexAttribPointer()
- Replies: 8
- Views: 3108
Re: how to use glVertexAttribPointer()
Thanks for reply. I learn the way what the irrlicht engine have done to get the function pointers in COpenGLExtensionHandler pGlGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) wglGetProcAddress("glGetAttribLocation"); pGlEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) wglGe...
- Sun Dec 11, 2011 3:43 pm
- Forum: Advanced Help
- Topic: how to use glVertexAttribPointer()
- Replies: 8
- Views: 3108
how to use glVertexAttribPointer()
I want to use OpenGL vertex attribute array features with the irrlicht engine. But when I call functions like glEnableVertexAttribArray () or glVertexAttribPointer (), etc... I got the following errors 1>.\COpenGLDriver.cpp(1443) : error C3861: 'glEnableVertexAttribArray': identifier not found I am ...
- Thu Dec 01, 2011 3:32 am
- Forum: Advanced Help
- Topic: load texture with GL_INVALID_ERROR
- Replies: 1
- Views: 335
Re: load texture with GL_INVALID_ERROR
Well
Find the problem by myself -_-|||
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, parameter);
I pass parameter with any possible value. (should be 1 or 2 or 4)
Find the problem by myself -_-|||
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, parameter);
I pass parameter with any possible value. (should be 1 or 2 or 4)
- Thu Dec 01, 2011 2:21 am
- Forum: Advanced Help
- Topic: load texture with GL_INVALID_ERROR
- Replies: 1
- Views: 335
load texture with GL_INVALID_ERROR
I think I need help here. In some cases in my program, when I load one texture (png image file), sometimes irrlicht will pass a GL_INVALID_ERROR in testGLError(); So my program will break there in debug mode, but seems work normally in release mode. I trace the code and add testGLError(); //! load...
- Fri Nov 25, 2011 9:19 am
- Forum: Open Discussion and Dev Announcements
- Topic: Particle emit objects like mesh scene node
- Replies: 5
- Views: 1469
Re: Particle emit objects like mesh scene node
To hybrid, I think the main strategy what I'm trying is more close to the creation and destruction of objects related to particles created by the emitters.
And I agree with mongoose7, the pool for garbage node management is quite a good solution.
And I agree with mongoose7, the pool for garbage node management is quite a good solution.
- Thu Nov 24, 2011 9:14 am
- Forum: Open Discussion and Dev Announcements
- Topic: particle gravity affector
- Replies: 2
- Views: 906
particle gravity affector
Hi, everyone, I think maybe I can share some experiences on my graphics coding about irrlicht. I want to talk about the CParticleGravityAffector. The original version is as below: void CParticleGravityAffector::affect(u32 now, SParticle* particlearray, u32 count) { if (!Enabled) ...
- Thu Nov 24, 2011 9:06 am
- Forum: Open Discussion and Dev Announcements
- Topic: Particle emit objects like mesh scene node
- Replies: 5
- Views: 1469
Re: Particle emit objects like mesh scene node
Well, I think I did not express very well with my pool English. ^^" This is exactly my original thread of this question. And, .... I am still trying to use ISceneNode::clone() for copy nodes for all dynamically created particles, in CParticleSystemSceneNode::doParticleSystem() That is the major...